The TDLS-cape Room Challenge Part 2

Session 2: 11:30 AM-12:30 PM, Computer Lab 207

Abstract

An escape room is a live-action team-based game where players cooperatively discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to progress and accomplish a specific goal in a limited amount of time. Teachers have embraced the escape room phenomenon and brought it to the classroom to engage learners in all subjects and at all grade levels. The overall goal of using an escape room in the classroom is to engage students with the content while encouraging critical thinking, collaboration, problem-solving, and communication. In this two-part session, participants will try to escape from a digital escape room and learn about the digital escape room components in Part 1, and then in Part 2 learn about and use a variety of tech tools to create their own digital escape room that other participants will try out at the end of day 2 of TDLS. By the end of the session, participants will learn about the value of an escape room for student learning and practice integrating technology into their instruction.

Presenters

Anthony Burik

OTAN

Type of Presentation

Demonstration (2 hours)

Audience

All

Program Standards

Category Standards